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I should think we should start discussing,
One thing I noticed was that there is a bit of an issue in regarding Eshimka’s gender pronouns. In previous parts, Eshimka is referenced as “he” , and very clearly so. In part D, the text refers to Eshimka as “she” in most places, though the artwork would normally be referenced as being quite masculine.
I am not sure how to best approach this, to be honest. I am guessing this was an accident, but....

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I also noticed the mixing of the gender pronouns. It made for some choppy narrative as I had to constantly self-correct myself in an attempt to maintain consistency. I chose to present Eshimka as male simply because the image, which I extracted for a pawn, appears male. We really need to be more careful during editing. If it really is that important to change the gender of a character during/after development for what appears to be nothing more than out-of-game equality of representation, then you have a responsibility to be as accurate as possible with the process. I have heard at least twice from transitioning community members that they felt "uneasy" about the arbitrary way some re-gendering is being done in society. While they appreciate the effort to have fair representation, the image presented when the editing is this bad is more akin to pandering and/or pity [not my choice of words]. Paizo has a reputation of being a progressive company which is almost universally appreciated. However, with that comes a higher level of responsibility. When your products scream "hey look what we are doing over here" people will look and if it is poorly edited makes the problem seem bigger than it really is.

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While I really like the narrative not only of this scenario, but of the series overall, it suffers from the typical problem of most "specials" in that it is overly ambitious for a limited time slot that could be as short as four hours. It is great to see options for the players to chose from so the event is not simply an exercise in following the rail road tracks. However, the options are sooo complicated with a bewildering amount of skill check options, it took too long to explain what the options entailed so that the players could make the choice that was best suited for their party ability. Add to that the number and complexity of the combat encounters and this is another scenario that begs for 5-6 hours of gameplay to do "right" so players at all tiers can feel like they contributed to the outcome.

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In "Grove of Faces", what are the skills needed to make a presentation?
Just starting to read the scenario in preparation for this Saturday so I might have a few more questions.
Disclaimer: I never GM'd part A, B, or C of this special.
Really, it is up to the PCs to decide what skill that they are going to use.
The way I have done it is to have PCs roleplay out a little of what they are saying, and then pick the skill they would like to try. I then match their words and skills to the likes/dislikes of the face to pick the DC.
Example: Someone cracks jokes at the joker face, using Perform: Comedy -- this gets a Hard DC as it goes against the face's dislikes.

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I am overseering this one, and am a bit confused about the timing. On P7 in the "Getting Started" section, it talks about the PCs having 60 minutes to complete the first part (minus area Q), but in the Table GM and Overseer instructions it indicates that it is 80 minutes before area Q is opened. I am either misunderstanding something, or the 60 minute timeframe is a typo....anybody know??
Edit: Just went back and looked at Part C, and the 60 minutes was there, but the other two sections spoke of 55 minutes, so I am going to treat it as a typo.
Edit again: Looks like the same issue with Concluding part 5, with page 8 saying 120 minutes and page 21 saying 90 minutes. Looks like the 90 minutes is a holdover from part C, so will go with 120.